Large Town: Sherch Vÿhpm Ckez

Sherch Vÿhpm Ckez

Sherch Vÿhpm Ckez
Example Dwarvern architecture.
StateUnited Kingdom of Undermountain
ProvenceGandlacckÿrf Kingdom
Sub ProvenceShkshzíhiē̼ County
RegionLewgh Obn Forest
Founded1426
Community LeaderJarl Lessil Åxruqedrayd
Area8 km2 (3 mi2)
Average Yearly Temp28°C (82°F)
Average Elevation3958 m (12985 ft)
Average Yearly Precipitation134 cm/y (52 in/y)
Population1958
Population Density244 people per km2 (652 people per mi2)
Town AuraAugury
Naming
Native nameSherch Vÿhpm Ckez
Pronunciation/s̼iˈla/ /vɪ̘pm/
Direct Translation[specific; definite; particular] [hose]
Translation[Not Yet Translated]

Sherch Vÿhpm Ckez (/s̼iˈla/ /vɪ̘pm/ [specific; definite; particular] [hose]) is a subtropical Large Town located in Shkshzíhiē̼ County, Gandlacckÿrf Kingdom, within the United Kingdom of Undermountain.

The name Sherch Vÿhpm Ckez is derived from the Dwarven language, as Sherch Vÿhpm Ckez was founded by Goliath Spiders Yadequg, who was culturaly Dwarvern.

Climate

Sherch Vÿhpm Ckez has a yearly average temperature of 28°C (82°F), with its average temperature during the summer being a hot 31°C (87°F) and its average temperature during the winter being a pleasant 25°C (77°F). Sherch Vÿhpm Ckez receives an average of 134 cm/y (52 in/y) of precipitation, most of which comes in the form of rain during the spring. Sherch Vÿhpm Ckez covers an area of nearly 8 km2 (3 mi2), and an average elevation of 3958 m (12985 ft) above sea level.

Overview

Sherch Vÿhpm Ckez was founded durring the early 15th century in fall of the year 1426, by Goliath Spiders Yadequg. The establishment of the new community went well, with no major obsticles durring construction.

Sherch Vÿhpm Ckez was built using the conventions of Dwarvern durring the early 15th century. Naturaly, all settlmentss have their own look to them, and Sherch Vÿhpm Ckez is no diffrent. The town's buildings feature masoned stone construction which prominantly features pointed arches, pointed ribbed vault cielings, flying buttress', and window tracery all of which share a simmilar gemoetetic patern halfway between organic and inorganic in design formaing a very distinct aesthetically integrated style. BUildings tend to reach for the havens, and more expencive homes are easily identified by their floor count as well as the addition of decorative features intigrated into the building's design such as statues, gargoyals, and embelished joinery.

Sherch Vÿhpm Ckez is is constructed arround a series of broad flagstone mainstreets which form concentric circles, with smaller strait roads linking the circiles to each other at varrious points. The town rests behind a thin stone wall. The wall's design was likly directly copied from a castle's parmiter defences. It's simply that the arcatect made Sherch Vÿhpm Ckez's wall substancialy thinner than a castle's walls. While the towers and gatehouses are adiquite, the obvious cost savings measure of making the walls drasticaly thinner reduces their ability to resist siege weapons greatly. The town's impressive-looking wall could fail at a critical moment in battle, and would likely not even resist a few bandits with improvised siege equipment. The budget oriented have not been wellmaintained over the years, and while functional are in dire need of some loving care and perhapse light renovation.

Your first impression of Sherch Vÿhpm Ckez proves to be right on the money. This town is where the rebels chose to settle. Fashion trends are quite simply the opposite of what’s popular in the other nearby communities. THis trend extends everywhere. Things that should be black are white, what would normally be square is organically curved, and what is typically unthinkable for polite society is more than welcome in this public square. Up to the logical limits, of course. There’s no flaying someone alive to eat their skin going on, but the women are dressed a little immodestly, the men are a little more emotional, and the food is all overly complex and terrible.

Civic Infrastructure

Sherch Vÿhpm Ckez possesses a city-wide Aethary Link which provides Aethary access anywhere within its metropolitan. This allows citizens who can afford the relevant devices access in their places of work, and rarely homes.

Sherch Vÿhpm Ckez has an Office of Civil Groundskeeping, which works to enforce local ordinances relating to the construction and upkeep up of all plant life, water features, and other natural decorations within Sherch Vÿhpm Ckez. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Sherch Vÿhpm Ckez's parks.

Sherch Vÿhpm Ckez has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Sherch Vÿhpm Ckez.

Sherch Vÿhpm Ckez has a Gravedigger's Guild, which is responsible for collecting the dead and laying them to rest according to all applicable laws and religious customs.

Sherch Vÿhpm Ckez has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.

Sherch Vÿhpm Ckez has a Highwayman's Guild, which is tasked with maintaining the roads and highways leading into town as well as keeping them safe for travelers.

Sherch Vÿhpm Ckez has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Sherch Vÿhpm Ckez's public wards, blessings, and other arcane systems.

Sherch Vÿhpm Ckez has an Millitary Academy which trains military officers and specilists.

Sherch Vÿhpm Ckez possesses a Galvanic Power Grid, which brings galvanic current to most if not all buildings in town, and permits a great many consumer goods to function within the Large Town. Sherch Vÿhpm Ckez's grid is powered by an arcane means.

Sherch Vÿhpm Ckez's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.

Sherch Vÿhpm Ckez has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands. They are not to be confused with the Office of Civil Groundskeeping as they do not hold authority over nor responsibility for Sherch Vÿhpm Ckez's natural decorations nor waterways.

Sherch Vÿhpm Ckez has a Guild of Roadworkers, who are responsible for maintaining the roadways and public paths within town. They also have the duty of enforcing all civil laws relating to the roadways.

Sherch Vÿhpm Ckez has a public schooling program overseen by the Hall of Sages who has the responsibility of ensuring access to affordable high-quality education in all basic classes (Reading, Writing, Mathmatics, General Sciences, General Arcana, and Social Education) is made available to all citizens.

Sherch Vÿhpm Ckez has a public septic system, which allows its citizens to have indoor bathrooms. The septic system is overseen by the League of Sewerkeepers, who posses the legal authority to enforce all laws relating to the septic system, and are also tasked with its maintenance and upkeep.

Cultural Notes

Sherch Vÿhpm Ckez's bank was built using a different architectural style from the rest of the town. The style used is best known for the combined use of arcuated and trabeated construction, employing arches and constructed with post and lintel. The arch served as the style's chief structural element, with flanking columns serving as buttresses or decorations. While the general shape of their structures could be generously described as simplistic, the use of these arches and columns created a most distinct ascetic which is easily distinguishable on sight to armatures and experts alike.

In Sherch Vÿhpm Ckez rain occurs in reverse with water pooling up from the earth then falling into the skies to from clouds, this unsettles every visitor that sees it.

The Church Grim near Sherch Vÿhpm Ckez are known to be almost tame, such that they can be put to domestic use.

Sherch Vÿhpm Ckez's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves sacrificing an animal to channel Summoning energies of tier 2 via chanting.

Economy

The following information was obtained via the Imperial Census Bureau as part of the Eyom Economic Outreach Program. It differs from Standard Imperial censuses in that many of Tom's citizens, regardless of culture, work in more than one occupation or hold more than a single job. The Imperial Census Bureau has ruled that a job is a job, hence, the intigers within the data presented here can count an individual more than once.

Agriculture

  • Dairy Farmers: 3
  • Farmers: 5
  • Farm Laborer: 11
  • Hunters: 7
  • Milk Maids: 4
  • Ranchers: 2
  • Ranch Hands: 5
  • Shepherds: 5
    • Farmland: 7871 m2
    • Cattle and Similar Creatures: 489
    • Poultry: 5874
    • Swine: 391
    • Sheep: 19
    • Goats: 3
    • Horses, Mounts, and Beasts of Burden: 195

Craftsmen

  • Arms and Toolmakers: 3
  • Blacksmiths: 4
  • Bookbinders: 2
  • Buckle-makers: 2
  • Cabinetmakers: 4
  • Candlemakers: 6
  • Carpenters: 5
  • Clothmakers: 5
  • Coach and Harness Makers: 2
  • Coopers: 5
  • Copper, Brass, Tin, Zinc, and Lead Workers: 2
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 4
  • Farrier: 11
  • Furriers: 1
  • Glassworkers: 6
  • Gunsmiths: 4
  • Harness-Makers: 1
  • Hatters: 3
  • Hosiery Workers: 1
  • Jewelers: 2
  • Leatherwrights: 5
  • Locksmiths: 1
  • Matchstick makers: 3
  • Musical Instrument Makers: 2
  • Painters, Structures and Fixtures: 2
  • Paper Workers: 2
  • Plasterers: 2
  • Pursemakers: 3
  • Roofers: 2
  • Ropemakers: 1
  • Rugmakers: 1
  • Saddlers: 3
  • Scabbardmakers: 4
  • Scalemakers: 2
  • Scientific, Surgical, and Optical Instrument Makers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 6
  • Tailors: 10
  • Tanners: 2
  • Upholsterers: 2
  • Watchmakers: 2
  • Weavers: 5
  • Whitesmiths: 1

Merchants

  • Adventuring Goods Retellers: 1
  • Arcana Sellers: 1
  • Beer-Sellers: 2
  • Booksellers: 2
  • Butchers: 5
  • Chandlers: 4
  • Chicken Butchers: 5
  • Entrepreneurs: 1
  • Fine Clothiers: 5
  • Fishmongers: 4
  • Florists: 1
  • Potion Sellers: 3
  • Resellers: 8
  • Spice Merchants: 2
  • Wine-sellers: 4
  • Wheelwright: 3
  • Woodsellers: 1

Service workers

  • Bakers: 8
  • Barbers: 10
  • Coachmen: 3
  • Cooks: 7
  • Doctors: 4
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 6
  • Healers: 5
  • Housekeepers: 5
  • Housemaids: 9
  • House Stewards: 6
  • Inns: 1
  • Laundry maids: 3
  • Maidservants: 6
  • Nursery Maids: 3
  • Pastrycooks: 6
  • Restaurateur: 8
  • Tavern Keepers: 8

Specialized Laborer

  • Ashworkers: 2
  • Bleachers: 1
  • Chemical Workers: 1
  • Coal Heavers: 3
  • In-Town Couriers: 4
  • Long Haul Couriers: 5
  • Dockyard Workers: 3
  • Hay Merchants: 1
  • Leech Collectors: 5
  • Millers: 4
  • Miners: 4
  • Oilmen and Polishers: 3
  • Postmen: 4
  • Pure Finder: 2
  • Skinners: 5
  • Sugar Refiners: 1
  • Tosher: 3
  • Warehousemen: 6
  • Watercarriers: 4
  • Watermen, Bargemen, etc.: 5

Skilled Laborers

  • Accountants: 2
  • Alchemist: 2
  • Clerk: 3
  • Dentists: 1
  • Educators: 5
  • Engineers: 2
  • Gardeners: 2
  • Mages: 1
  • Plumbers: 2
  • Pharmacist: 2
  • Scientists: 1

Civil Servants

  • Adventurers: 1
  • Bankers: 2
  • Civil Clerks: 4
  • Civic Iudex: 2
  • Consultants: 1
  • Exorcist: 4
  • Fixers: 2
  • Kami Clerk: 3
  • Landlords: 3
  • Lawyers: 2
  • Legend Keepers: 3
  • Militia Officers: 16
  • Monks, Monastic: 6
  • Monks, Civic: 6
  • Historian, Oral: 4
  • Historian, Textual: 2
  • Policemen, Sheriffs, etc.: 4
  • Priests: 7
  • Rangers: 2
  • Rat Catchers: 2
  • Scholars: 3
  • Spiritualist: 3
  • Slayers: 1
  • Storytellers: 9
  • Military Officers: 6

Cottage Industries

  • Brewers: 5
  • Comfort Services: 7
  • Enchanters: 2
  • Herbalists: 2
  • Jaminators: 6
  • Needleworkers: 6
  • Potters: 3
  • Preserve Makers: 5
  • Quilters: 2
  • Seamsters: 11
  • Spinners: 5
  • Tinker: 2
  • Weaver: 5

Artists

  • Actors: 2
  • Bards: 3
  • Costumers: 1
  • Dancers: 2
  • Drafters: 1
  • Engravers: 1
  • Glaziers: 2
  • Inlayers: 1
  • Musicians: 5
  • Painters, Art: 1
  • Playwrights: 2
  • Sculptors, Art: 1
  • Wood Carvers: 6
  • Writers: 6

Produce Industries

  • Butter Churners: 6
  • Canners: 5
  • Cheesmakers: 7
  • Millers: 3
  • Picklers: 3
  • Smokers: 2
  • Stockmakers: 2
  • Tobacconists: 3
  • Tallowmakers: 5

649 of Sherch Vÿhpm Ckez's population work within a Foundational Occupation.

1153 of Sherch Vÿhpm Ckez's population do not work in a formal occupation, but do contribute to the local economy. 156 (8%) are noncontributers.

Points of Interest

Sherch Vÿhpm Ckez is accessed from a nearby river via an intricate series of locks.

POI

History

In time immemorial, reportedly some time during the early 2nd century, Sherch Vÿhpm Ckez was attacked by savage tribes living nearby Sherch Vÿhpm Ckez. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Sherch Vÿhpm Ckez lost 174 people, 146 livestock, and 83 buildings. The conflict ended after roughly 226, when members of Sherch Vÿhpm Ckez's militia enacted an operation to destroy a particular enemy resource. The operation was complicated by at least some of the intelligence related to the operation was incorrect. The conflict ended with an assault and siege on the port, which ended in defeat for Sherch Vÿhpm Ckez's forces. The war is remembered in legend by Sherch Vÿhpm Ckez's bards, historians, and legend keepers.

History